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<div class="title">PxVehicleShaders.h</div>  </div>
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<a href="PxVehicleShaders_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno">    1</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00002"></a><span class="lineno">    2</span>&#160;<span class="comment">// Redistribution and use in source and binary forms, with or without</span></div><div class="line"><a name="l00003"></a><span class="lineno">    3</span>&#160;<span class="comment">// modification, are permitted provided that the following conditions</span></div><div class="line"><a name="l00004"></a><span class="lineno">    4</span>&#160;<span class="comment">// are met:</span></div><div class="line"><a name="l00005"></a><span class="lineno">    5</span>&#160;<span class="comment">//  * Redistributions of source code must retain the above copyright</span></div><div class="line"><a name="l00006"></a><span class="lineno">    6</span>&#160;<span class="comment">//    notice, this list of conditions and the following disclaimer.</span></div><div class="line"><a name="l00007"></a><span class="lineno">    7</span>&#160;<span class="comment">//  * Redistributions in binary form must reproduce the above copyright</span></div><div class="line"><a name="l00008"></a><span class="lineno">    8</span>&#160;<span class="comment">//    notice, this list of conditions and the following disclaimer in the</span></div><div class="line"><a name="l00009"></a><span class="lineno">    9</span>&#160;<span class="comment">//    documentation and/or other materials provided with the distribution.</span></div><div class="line"><a name="l00010"></a><span class="lineno">   10</span>&#160;<span class="comment">//  * Neither the name of NVIDIA CORPORATION nor the names of its</span></div><div class="line"><a name="l00011"></a><span class="lineno">   11</span>&#160;<span class="comment">//    contributors may be used to endorse or promote products derived</span></div><div class="line"><a name="l00012"></a><span class="lineno">   12</span>&#160;<span class="comment">//    from this software without specific prior written permission.</span></div><div class="line"><a name="l00013"></a><span class="lineno">   13</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00014"></a><span class="lineno">   14</span>&#160;<span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS &#39;&#39;AS IS&#39;&#39; AND ANY</span></div><div class="line"><a name="l00015"></a><span class="lineno">   15</span>&#160;<span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span></div><div class="line"><a name="l00016"></a><span class="lineno">   16</span>&#160;<span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span></div><div class="line"><a name="l00017"></a><span class="lineno">   17</span>&#160;<span class="comment">// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span></div><div class="line"><a name="l00018"></a><span class="lineno">   18</span>&#160;<span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span></div><div class="line"><a name="l00019"></a><span class="lineno">   19</span>&#160;<span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span></div><div class="line"><a name="l00020"></a><span class="lineno">   20</span>&#160;<span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span></div><div class="line"><a name="l00021"></a><span class="lineno">   21</span>&#160;<span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span></div><div class="line"><a name="l00022"></a><span class="lineno">   22</span>&#160;<span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span></div><div class="line"><a name="l00023"></a><span class="lineno">   23</span>&#160;<span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span></div><div class="line"><a name="l00024"></a><span class="lineno">   24</span>&#160;<span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span></div><div class="line"><a name="l00025"></a><span class="lineno">   25</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00026"></a><span class="lineno">   26</span>&#160;<span class="comment">// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.</span></div><div class="line"><a name="l00027"></a><span class="lineno">   27</span>&#160;<span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span></div><div class="line"><a name="l00028"></a><span class="lineno">   28</span>&#160;<span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  </span></div><div class="line"><a name="l00029"></a><span class="lineno">   29</span>&#160;</div><div class="line"><a name="l00030"></a><span class="lineno">   30</span>&#160;<span class="preprocessor">#ifndef PX_VEHICLE_SHADERS_H</span></div><div class="line"><a name="l00031"></a><span class="lineno">   31</span>&#160;<span class="preprocessor">#define PX_VEHICLE_SHADERS_H</span></div><div class="line"><a name="l00032"></a><span class="lineno">   32</span>&#160;</div><div class="line"><a name="l00036"></a><span class="lineno">   36</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="PxSimpleTypes_8h.html">foundation/PxSimpleTypes.h</a>&quot;</span></div><div class="line"><a name="l00037"></a><span class="lineno">   37</span>&#160;</div><div class="line"><a name="l00038"></a><span class="lineno">   38</span>&#160;<span class="preprocessor">#if !PX_DOXYGEN</span></div><div class="line"><a name="l00039"></a><span class="lineno">   39</span>&#160;<span class="keyword">namespace </span><a class="code" href="namespacephysx.html">physx</a></div><div class="line"><a name="l00040"></a><span class="lineno">   40</span>&#160;{</div><div class="line"><a name="l00041"></a><span class="lineno">   41</span>&#160;<span class="preprocessor">#endif</span></div><div class="line"><a name="l00042"></a><span class="lineno">   42</span>&#160;</div><div class="line"><a name="l00064"></a><span class="lineno">   64</span>&#160;<span class="keyword">typedef</span> void (*<a class="code" href="group__vehicle.html#ga2b7b927dd3d949d50a3f42c695264f43">PxVehicleComputeTireForce</a>)</div><div class="line"><a name="l00065"></a><span class="lineno"><a class="line" href="group__vehicle.html#ga2b7b927dd3d949d50a3f42c695264f43">   65</a></span>&#160;(<span class="keyword">const</span> <span class="keywordtype">void</span>* shaderData, </div><div class="line"><a name="l00066"></a><span class="lineno">   66</span>&#160; <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> tireFriction,</div><div class="line"><a name="l00067"></a><span class="lineno">   67</span>&#160; <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> longSlip, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> latSlip, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> camber,</div><div class="line"><a name="l00068"></a><span class="lineno">   68</span>&#160; <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> wheelOmega, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> wheelRadius, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> recipWheelRadius,</div><div class="line"><a name="l00069"></a><span class="lineno">   69</span>&#160; <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> restTireLoad, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> normalisedTireLoad, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> tireLoad,</div><div class="line"><a name="l00070"></a><span class="lineno">   70</span>&#160; <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> gravity, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> recipGravity,</div><div class="line"><a name="l00071"></a><span class="lineno">   71</span>&#160; <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a>&amp; wheelTorque, <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a>&amp; tireLongForceMag, <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a>&amp; tireLatForceMag, <a class="code" href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a>&amp; tireAlignMoment);</div><div class="line"><a name="l00072"></a><span class="lineno">   72</span>&#160;</div><div class="line"><a name="l00073"></a><span class="lineno">   73</span>&#160;</div><div class="line"><a name="l00074"></a><span class="lineno">   74</span>&#160;<span class="preprocessor">#if !PX_DOXYGEN</span></div><div class="line"><a name="l00075"></a><span class="lineno">   75</span>&#160;} <span class="comment">// namespace physx</span></div><div class="line"><a name="l00076"></a><span class="lineno">   76</span>&#160;<span class="preprocessor">#endif</span></div><div class="line"><a name="l00077"></a><span class="lineno">   77</span>&#160;</div><div class="line"><a name="l00079"></a><span class="lineno">   79</span>&#160;<span class="preprocessor">#endif //PX_VEHICLE_SHADERS_H</span></div><div class="ttc" id="namespacephysx_html"><div class="ttname"><a href="namespacephysx.html">physx</a></div><div class="ttdef"><b>Definition:</b> GuContactBuffer.h:37</div></div>
<div class="ttc" id="namespacephysx_html_ab4cf332bdb6e8b183e40b6973acc1e9b"><div class="ttname"><a href="namespacephysx.html#ab4cf332bdb6e8b183e40b6973acc1e9b">physx::PxF32</a></div><div class="ttdeci">float PxF32</div><div class="ttdef"><b>Definition:</b> PxSimpleTypes.h:76</div></div>
<div class="ttc" id="group__vehicle_html_ga2b7b927dd3d949d50a3f42c695264f43"><div class="ttname"><a href="group__vehicle.html#ga2b7b927dd3d949d50a3f42c695264f43">PxVehicleComputeTireForce</a></div><div class="ttdeci">void(* PxVehicleComputeTireForce)(const void *shaderData, const PxF32 tireFriction, const PxF32 longSlip, const PxF32 latSlip, const PxF32 camber, const PxF32 wheelOmega, const PxF32 wheelRadius, const PxF32 recipWheelRadius, const PxF32 restTireLoad, const PxF32 normalisedTireLoad, const PxF32 tireLoad, const PxF32 gravity, const PxF32 recipGravity, PxF32 &amp;wheelTorque, PxF32 &amp;tireLongForceMag, PxF32 &amp;tireLatForceMag, PxF32 &amp;tireAlignMoment)</div><div class="ttdoc">Prototype of shader function that is used to compute wheel torque and tire forces. </div><div class="ttdef"><b>Definition:</b> PxVehicleShaders.h:65</div></div>
<div class="ttc" id="PxSimpleTypes_8h_html"><div class="ttname"><a href="PxSimpleTypes_8h.html">PxSimpleTypes.h</a></div></div>
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